hedgewars/GearDrawing.inc
changeset 4385 f679ffa2dc8c
parent 4365 4f2b1a152979
--- a/hedgewars/GearDrawing.inc	Sat Nov 20 22:05:01 2010 +0300
+++ b/hedgewars/GearDrawing.inc	Sat Nov 20 23:08:11 2010 +0300
@@ -1,854 +0,0 @@
-procedure DrawHH(Gear: PGear; ox, oy: LongInt);
-var i, t: LongInt;
-    amt: TAmmoType;
-    sign, hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt;  // hedgehog, crosshair, temp, sprite, direction
-    dx, dy, ax, ay, aAngle, dAngle, hAngle, lx, ly: real;  // laser, change
-    defaultPos, HatVisible: boolean;
-    HH: PHedgehog;
-    CurWeapon: PAmmo;
-begin
-HH:= Gear^.Hedgehog;
-if HH^.Unplaced then exit;
-m:= 1;
-if ((Gear^.State and gstHHHJump) <> 0) and not cArtillery then m:= -1;
-sx:= ox + 1; // this offset is very common
-sy:= oy - 3;
-sign:= hwSign(Gear^.dX);
-
-if (Gear^.State and gstHHDeath) <> 0 then
-    begin
-    DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos);
-    Tint(HH^.Team^.Clan^.Color);
-    DrawSprite(sprHHDeath, ox - 16, oy - 26, Gear^.Pos + 8);
-    Tint($FF, $FF, $FF, $FF);
-    exit
-    end
-else if (Gear^.State and gstHHGone) <> 0 then
-    begin
-    DrawRotatedF(sprTeleport, sx, sy, Gear^.Pos, sign, 0);
-    exit
-    end;
-
-defaultPos:= true;
-HatVisible:= false;
-
-
-if HH^.Effects[hePoisoned] then
-    begin
-    Tint($00, $FF, $40, $40);
-    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
-    Tint($FF, $FF, $FF, $FF)
-    end;
-
-if ((Gear^.State and gstWinner) <> 0) and
-   ((CurAmmoGear = nil) or (CurAmmoGear^.Kind <> gtPickHammer)) then
-    begin
-    DrawHedgehog(sx, sy,
-            sign,
-            2,
-            0,
-            0);
-    defaultPos:= false
-    end;
-if (Gear^.State and gstDrowning) <> 0 then
-    begin
-    DrawHedgehog(sx, sy,
-            sign,
-            1,
-            7,
-            0);
-    defaultPos:= false
-    end else
-if (Gear^.State and gstLoser) <> 0 then
-    begin
-    DrawHedgehog(sx, sy,
-            sign,
-            2,
-            3,
-            0);
-    defaultPos:= false
-    end else
-
-if (Gear^.State and gstHHDriven) <> 0 then
-    begin
-    if ((Gear^.State and gstHHThinking) = 0) and
-       (ShowCrosshair  or ((CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtRope))) and
-       ((Gear^.State and (gstAttacked or gstAnimation)) = 0) then
-        begin
-(* These calculations are a little complex for a few reasons:
-   1: I need to draw the laser from weapon origin to nearest land
-   2: I need to start the beam outside the hedgie for attractiveness.
-   3: I need to extend the beam beyond land.
-   This routine perhaps should be pushed into uStore or somesuch instead of continuuing the increase in size of this function.
-*)
-        dx:= sign * m * Sin(Gear^.Angle * pi / cMaxAngle);
-        dy:= -Cos(Gear^.Angle * pi / cMaxAngle);
-        if cLaserSighting then
-            begin
-            lx:= GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle);
-            ly:= GetLaunchY(HH^.CurAmmoType, Gear^.Angle);
-
-            // ensure we start outside the hedgehog (he's solid after all)
-            while abs(lx * lx + ly * ly) < (Gear^.radius * Gear^.radius) do
-                begin
-                lx:= lx + dx;
-                ly:= ly + dy
-                end;
-
-            // add hog's position
-            lx:= lx + ox - WorldDx;
-            ly:= ly + oy - WorldDy;
-
-            // decrease number of iterations required
-            ax:= dx * 4;
-            ay:= dy * 4;
-
-            tx:= round(lx);
-            ty:= round(ly);
-            hx:= tx;
-            hy:= ty;
-            while ((ty and LAND_HEIGHT_MASK) = 0) and
-                ((tx and LAND_WIDTH_MASK) = 0) and
-                (Land[ty, tx] = 0) do // TODO: check for constant variable instead
-                begin
-                lx:= lx + ax;
-                ly:= ly + ay;
-                tx:= round(lx);
-                ty:= round(ly)
-                end;
-            // reached edge of land. assume infinite beam. Extend it way out past camera
-            if ((ty and LAND_HEIGHT_MASK) <> 0) or ((tx and LAND_WIDTH_MASK) <> 0) then
-                begin
-                tx:= round(lx + ax * (LAND_WIDTH div 4));
-                ty:= round(ly + ay * (LAND_WIDTH div 4));
-                end;
-
-            //if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
-                begin
-                DrawLine(hx, hy, tx, ty, 1.0, $FF, $00, $00, $C0);
-                end;
-            end;
-        // draw crosshair
-        cx:= Round(hwRound(Gear^.X) + dx * 80 + GetLaunchX(HH^.CurAmmoType, sign * m, Gear^.Angle));
-        cy:= Round(hwRound(Gear^.Y) + dy * 80 + GetLaunchY(HH^.CurAmmoType, Gear^.Angle));
-        DrawRotatedTex(HH^.Team^.CrosshairTex,
-                12, 12, cx + WorldDx, cy + WorldDy, 0,
-                sign * (Gear^.Angle * 180.0) / cMaxAngle);
-        end;
-    hx:= ox + 8 * sign;
-    hy:= oy - 2;
-    aangle:= Gear^.Angle * 180 / cMaxAngle - 90;
-    if CurAmmoGear <> nil then
-    begin
-        case CurAmmoGear^.Kind of
-            gtShotgunShot: begin
-                    if (CurAmmoGear^.State and gstAnimation <> 0) then
-                        DrawRotated(sprShotgun, hx, hy, sign, aangle)
-                    else
-                        DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
-                end;
-            gtDEagleShot: DrawRotated(sprDEagle, hx, hy, sign, aangle);
-            gtSniperRifleShot: begin
-                    if (CurAmmoGear^.State and gstAnimation <> 0) then
-                        DrawRotatedF(sprSniperRifle, hx, hy, 1, sign, aangle)
-                    else
-                        DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle)
-                end;
-            gtBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
-            gtRCPlane: begin
-                DrawRotated(sprHandPlane, hx, hy, sign, 0);
-                defaultPos:= false
-                end;
-            gtRope: begin
-                if Gear^.X < CurAmmoGear^.X then
-                    begin
-                    dAngle:= 0;
-                    hAngle:= 180;
-                    i:= 1
-                    end else
-                    begin
-                    dAngle:= 180;
-                    hAngle:= 0;
-                    i:= -1
-                    end;
-               if ((Gear^.State and gstWinner) = 0) then
-                   begin
-                   DrawHedgehog(ox, oy,
-                           i,
-                           1,
-                           0,
-                           DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
-                   with HH^ do
-                       if (HatTex <> nil) then
-                           begin
-                           DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 0, i, 32, 32,
-                               i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
-                           if HatTex^.w > 64 then
-                               begin
-                               Tint(HH^.Team^.Clan^.Color);
-                               DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, ox, oy, 32, i, 32, 32,
-                                   i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
-                               Tint($FF, $FF, $FF, $FF)
-                               end
-                           end
-                   end;
-                DrawAltWeapon(Gear, ox, oy);
-                defaultPos:= false
-                end;
-            gtBlowTorch: begin
-                DrawRotated(sprBlowTorch, hx, hy, sign, aangle);
-                DrawHedgehog(sx, sy,
-                        sign,
-                        3,
-                        HH^.visStepPos div 2,
-                        0);
-                with HH^ do
-                    if (HatTex <> nil) then
-                        begin
-                        DrawTextureF(HatTex,
-                            1,
-                            sx,
-                            sy - 5,
-                            0,
-                            sign,
-                            32,
-                            32);
-                        if HatTex^.w > 64 then
-                            begin
-                            Tint(HH^.Team^.Clan^.Color);
-                            DrawTextureF(HatTex,
-                                1,
-                                sx,
-                                sy - 5,
-                                32,
-                                sign,
-                                32,
-                                32);
-                            Tint($FF, $FF, $FF, $FF)
-                            end
-                        end;
-                defaultPos:= false
-                end;
-            gtShover: DrawRotated(sprHandBaseball, hx, hy, sign, aangle + 180);
-            gtFirePunch: begin
-                DrawHedgehog(sx, sy,
-                        sign,
-                        1,
-                        4,
-                        0);
-                defaultPos:= false
-                end;
-            gtPickHammer: begin
-                defaultPos:= false;
-                dec(sy,20);
-                end;
-            gtTeleport: defaultPos:= false;
-            gtWhip: begin
-                DrawRotatedF(sprWhip,
-                        sx,
-                        sy,
-                        1,
-                        sign,
-                        0);
-                defaultPos:= false
-                end;
-            gtHammer: begin
-                DrawRotatedF(sprHammer,
-                        sx,
-                        sy,
-                        1,
-                        sign,
-                        0);
-                defaultPos:= false
-                end;
-            gtResurrector: begin
-                DrawRotated(sprHandResurrector, sx, sy, 0, 0); 
-                defaultPos:= false
-                end;
-            gtKamikaze: begin
-                if CurAmmoGear^.Pos = 0 then
-                    DrawHedgehog(sx, sy,
-                            sign,
-                            1,
-                            6,
-                            0)
-                else
-                    DrawRotatedF(sprKamikaze,
-                            ox, oy,
-                            CurAmmoGear^.Pos - 1,
-                            sign,
-                            aangle);
-                defaultPos:= false
-                end;
-            gtSeduction: begin
-                if CurAmmoGear^.Pos >= 6 then
-                    DrawHedgehog(sx, sy,
-                            sign,
-                            2,
-                            2,
-                            0)
-                else
-                    begin
-                    DrawRotatedF(sprDress,
-                            ox, oy,
-                            CurAmmoGear^.Pos,
-                            sign,
-                            0);
-                    DrawSprite(sprCensored, ox - 32, oy - 20, 0)
-                    end;
-                defaultPos:= false
-                end;
-            gtFlamethrower: begin
-                DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
-                if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex)
-                end;
-        end;
-
-        case CurAmmoGear^.Kind of
-            gtShotgunShot,
-            gtDEagleShot,
-            gtSniperRifleShot,
-            gtShover: begin
-                DrawHedgehog(sx, sy,
-                        sign,
-                        0,
-                        4,
-                        0);
-                defaultPos:= false;
-                HatVisible:= true
-            end
-        end
-    end else
-
-    if ((Gear^.State and gstHHJumping) <> 0) then
-    begin
-    DrawHedgehog(sx, sy,
-        sign*m,
-        1,
-        1,
-        0);
-    HatVisible:= true;
-    defaultPos:= false
-    end else
-
-    if (Gear^.Message and (gmLeft or gmRight) <> 0) and (not isCursorVisible) then
-        begin
-        DrawHedgehog(sx, sy,
-            sign,
-            0,
-            HH^.visStepPos div 2,
-            0);
-        defaultPos:= false;
-        HatVisible:= true
-        end
-    else
-
-    if ((Gear^.State and gstAnimation) <> 0) then
-        begin
-        if (TWave(Gear^.Tag) < Low(TWave)) or (TWave(Gear^.Tag) > High(TWave)) then
-            begin
-            Gear^.State:= Gear^.State and not gstAnimation;
-            end
-        else
-            begin
-            DrawRotatedF(Wavez[TWave(Gear^.Tag)].Sprite,
-                    sx,
-                    sy,
-                    Gear^.Pos,
-                    sign,
-                    0.0);
-            defaultPos:= false
-            end
-        end
-    else
-    if ((Gear^.State and gstAttacked) = 0) then
-        begin
-        if HH^.Timer > 0 then
-            begin
-            // There must be a tidier way to do this. Anyone?
-            if aangle <= 90 then aangle:= aangle+360;
-            if Gear^.dX > _0 then aangle:= aangle-((aangle-240)*HH^.Timer/10)
-            else aangle:= aangle+((240-aangle)*HH^.Timer/10);
-            dec(HH^.Timer)
-            end;
-        amt:= CurrentHedgehog^.CurAmmoType;
-        CurWeapon:= GetAmmoEntry(HH^);
-        case amt of
-            amBazooka: DrawRotated(sprHandBazooka, hx, hy, sign, aangle);
-            amMortar: DrawRotated(sprHandMortar, hx, hy, sign, aangle);
-            amMolotov: DrawRotated(sprHandMolotov, hx, hy, sign, aangle);
-            amBallgun: DrawRotated(sprHandBallgun, hx, hy, sign, aangle);
-            amDrill: DrawRotated(sprHandDrill, hx, hy, sign, aangle);
-            amRope: DrawRotated(sprHandRope, hx, hy, sign, aangle);
-            amShotgun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
-            amDEagle: DrawRotated(sprHandDEagle, hx, hy, sign, aangle);
-            amSineGun: DrawRotated(sprHandShotgun, hx, hy, sign, aangle);
-            amPortalGun: if (CurWeapon^.Timer and 2) <> 0 then // Add a new Hedgehog value instead of abusing timer?
-                            DrawRotatedF(sprPortalGun, hx, hy, 0, sign, aangle)
-                      else
-                            DrawRotatedF(sprPortalGun, hx, hy, 1+(CurWeapon^.Timer and 1), sign, aangle);
-            amSniperRifle: DrawRotatedF(sprSniperRifle, hx, hy, 0, sign, aangle);
-            amBlowTorch: DrawRotated(sprHandBlowTorch, hx, hy, sign, aangle);
-            amCake: DrawRotated(sprHandCake, hx, hy, sign, aangle);
-            amGrenade: DrawRotated(sprHandGrenade, hx, hy, sign, aangle);
-            amWatermelon: DrawRotated(sprHandMelon, hx, hy, sign, aangle);
-            amSkip: DrawRotated(sprHandSkip, hx, hy, sign, aangle);
-            amClusterBomb: DrawRotated(sprHandCluster, hx, hy, sign, aangle);
-            amDynamite: DrawRotated(sprHandDynamite, hx, hy, sign, aangle);
-            amHellishBomb: DrawRotated(sprHandHellish, hx, hy, sign, aangle);
-            amGasBomb: DrawRotated(sprHandCheese, hx, hy, sign, aangle);
-            amMine: DrawRotated(sprHandMine, hx, hy, sign, aangle);
-            amSMine: DrawRotated(sprHandSMine, hx, hy, sign, aangle);
-            amSeduction: DrawRotated(sprHandSeduction, hx, hy, sign, aangle);
-            amVampiric: DrawRotatedF(sprHandVamp, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
-            amRCPlane: begin
-                DrawRotated(sprHandPlane, hx, hy, sign, 0);
-                defaultPos:= false
-                end;
-            amGirder: begin
-                DrawRotated(sprHandConstruction, hx, hy, sign, aangle);
-                DrawSpriteClipped(sprGirder,
-                                  ox-256,
-                                  oy-256,
-                                  LongInt(topY)+WorldDy,
-                                  LongInt(rightX)+WorldDx,
-                                  cWaterLine+WorldDy,
-                                  LongInt(leftX)+WorldDx)
-                end;
-            amBee: DrawRotatedF(sprHandBee, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
-            amFlamethrower: DrawRotatedF(sprHandFlamethrower, hx, hy, (RealTicks div 125) mod 4, sign, aangle);
-            amResurrector: DrawCircle(ox, oy, 98, 4, $F5, $DB, $35, $AA); // I'd rather not like to hardcode 100 here
-        end;
-
-        case amt of
-            amAirAttack,
-            amMineStrike,
-            amDrillStrike: DrawRotated(sprHandAirAttack, sx, oy, sign, 0);
-            amPickHammer: DrawHedgehog(sx, sy,
-                        sign,
-                        1,
-                        2,
-                        0);
-            amTeleport: DrawRotatedF(sprTeleport, sx, sy, 0, sign, 0);
-            amKamikaze: DrawHedgehog(sx, sy,
-                        sign,
-                        1,
-                        5,
-                        0);
-            amWhip: DrawRotatedF(sprWhip,
-                        sx,
-                        sy,
-                        0,
-                        sign,
-                        0);
-            amHammer: DrawRotatedF(sprHammer,
-                        sx,
-                        sy,
-                        0,
-                        sign,
-                        0);
-        else
-            DrawHedgehog(sx, sy,
-                sign,
-                0,
-                4,
-                0);
-
-            HatVisible:= true;
-            (* with HH^ do
-                if (HatTex <> nil)
-                and (HatVisibility > 0) then
-                    DrawTextureF(HatTex,
-                        HatVisibility,
-                        sx,
-                        sy - 5,
-                        0,
-                        sign,
-                        32,
-                        32); *)
-        end;
-
-        case amt of
-            amBaseballBat: DrawRotated(sprHandBaseball,
-                    sx - 4 * sign,
-                    sy + 9, sign, aangle);
-        end;
-
-        defaultPos:= false
-    end;
-
-end else // not gstHHDriven
-    begin
-    if (Gear^.Damage > 0)
-    and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > _0_003) then
-        begin
-        DrawHedgehog(sx, sy,
-            sign,
-            2,
-            1,
-            Gear^.DirAngle);
-        defaultPos:= false
-        end else
-
-    if ((Gear^.State and gstHHJumping) <> 0) then
-        begin
-        DrawHedgehog(sx, sy,
-            sign*m,
-            1,
-            1,
-            0);
-        defaultPos:= false
-        end;
-    end;
-
-with HH^ do
-    begin
-    if defaultPos then
-        begin
-        DrawRotatedF(sprHHIdle,
-            sx,
-            sy,
-            (RealTicks div 128 + Gear^.Pos) mod 19,
-            sign,
-            0);
-        HatVisible:= true;
-        end;
-
-    if HatVisible then
-        if HatVisibility < 1.0 then
-            HatVisibility:= HatVisibility + 0.2
-        else
-    else
-        if HatVisibility > 0.0 then
-            HatVisibility:= HatVisibility - 0.2;
-
-    if (HatTex <> nil)
-    and (HatVisibility > 0) then
-        if DefaultPos then
-            begin
-            DrawTextureF(HatTex,
-                HatVisibility,
-                sx,
-                sy - 5,
-                (RealTicks div 128 + Gear^.Pos) mod 19,
-                sign,
-                32,
-                32);
-            if HatTex^.w > 64 then
-                begin
-                Tint(HH^.Team^.Clan^.Color);
-                DrawTextureF(HatTex,
-                    HatVisibility,
-                    sx,
-                    sy - 5,
-                    (RealTicks div 128 + Gear^.Pos) mod 19 + 32,
-                    sign,
-                    32,
-                    32);
-                Tint($FF, $FF, $FF, $FF)
-                end
-            end
-        else
-            begin
-            DrawTextureF(HatTex,
-                HatVisibility,
-                sx,
-                sy - 5,
-                0,
-                sign*m,
-                32,
-                32);
-            if HatTex^.w > 64 then
-                begin
-                Tint(HH^.Team^.Clan^.Color);
-                DrawTextureF(HatTex,
-                    HatVisibility,
-                    sx,
-                    sy - 5,
-                    32,
-                    sign*m,
-                    32,
-                    32);
-                Tint($FF, $FF, $FF, $FF)
-                end
-            end
-    end;
-if (Gear^.State and gstHHDriven) <> 0 then
-    begin
-(*    if (CurAmmoGear = nil) then
-        begin
-        amt:= CurrentHedgehog^.CurAmmoType;
-        case amt of
-            amJetpack: DrawSprite(sprJetpack, sx-32, sy-32, 0);
-            end
-        end; *)
-    if CurAmmoGear <> nil then
-        begin
-        case CurAmmoGear^.Kind of
-            gtJetpack: begin
-                       DrawSprite(sprJetpack, sx-32, sy-32, 0);
-                       if cWaterLine > hwRound(Gear^.Y) + Gear^.Radius then
-                           begin
-                           if (CurAmmoGear^.MsgParam and gmUp) <> 0 then DrawSprite(sprJetpack, sx-32, sy-28, 1);
-                           if (CurAmmoGear^.MsgParam and gmLeft) <> 0 then DrawSprite(sprJetpack, sx-28, sy-28, 2);
-                           if (CurAmmoGear^.MsgParam and gmRight) <> 0 then DrawSprite(sprJetpack, sx-36, sy-28, 3)
-                           end;
-                       if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
-                       DrawAltWeapon(Gear, sx, sy)
-                       end;
-            end;
-        end
-    end;
-
-with HH^ do
-    begin
-    if ((Gear^.State and not gstWinner) = 0)
-        or ((Gear^.State = gstWait) and (Gear^.dY.QWordValue = 0))
-        or (bShowFinger and ((Gear^.State and gstHHDriven) <> 0)) then
-        begin
-        t:= sy - cHHRadius - 9;
-        if (cTagsMask and htTransparent) <> 0 then
-            Tint($FF, $FF, $FF, $80);
-        if ((cTagsMask and htHealth) <> 0) then
-            begin
-            dec(t, HealthTagTex^.h + 2);
-            DrawCentered(ox, t, HealthTagTex)
-            end;
-        if (cTagsMask and htName) <> 0 then
-            begin
-            dec(t, NameTagTex^.h + 2);
-            DrawCentered(ox, t, NameTagTex)
-            end;
-        if (cTagsMask and htTeamName) <> 0 then
-            begin
-            dec(t, Team^.NameTagTex^.h + 2);
-            DrawCentered(ox, t, Team^.NameTagTex)
-            end;
-        if (cTagsMask and htTransparent) <> 0 then
-            Tint($FF, $FF, $FF, $FF)
-        end;
-    if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
-        begin
-        if bShowFinger and ((Gear^.State and gstHHDriven) <> 0) then
-            DrawSprite(sprFinger, ox - 16, oy - 64,
-                        GameTicks div 32 mod 16);
-
-        if (Gear^.State and gstDrowning) = 0 then
-            if (Gear^.State and gstHHThinking) <> 0 then
-                DrawSprite(sprQuestion, ox - 10, oy - cHHRadius - 34, (RealTicks shr 9) mod 8)
-        end
-    end;
-
-if HH^.Effects[hePoisoned] then
-    begin
-    Tint($00, $FF, $40, $80);
-    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
-    end;
-if HH^.Effects[heResurrected] then
-    begin
-    Tint($f5, $db, $35, $20);
-    DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
-    end;
-
-if Gear^.Invulnerable then
-    begin
-    Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - ((RealTicks div 2 + Gear^.uid * 491) mod 1500) / 750))));
-    DrawSprite(sprInvulnerable, sx - 24, sy - 24, 0);
-    end;
-if cVampiric and
-   (CurrentHedgehog^.Gear <> nil) and
-   (CurrentHedgehog^.Gear = Gear) then
-    begin
-    Tint($FF, 0, 0, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
-    DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
-    end;
-    Tint($FF, $FF, $FF, $FF)
-end;
-
-procedure DrawGears;
-var Gear, HHGear: PGear;
-    i: Longword;
-    x, y, startX, endX, startY, endY: LongInt;
-begin
-Gear:= GearsList;
-while Gear<>nil do
-    begin
-    x:= hwRound(Gear^.X) + WorldDx;
-    y:= hwRound(Gear^.Y) + WorldDy;
-    case Gear^.Kind of
-          gtBomb: DrawRotated(sprBomb, x, y, 0, Gear^.DirAngle);
-       gtGasBomb: DrawRotated(sprCheese, x, y, 0, Gear^.DirAngle);
-       gtMolotov: DrawRotated(sprMolotov, x, y, 0, Gear^.DirAngle);
-
-       gtRCPlane: begin
-                  if (Gear^.Tag = -1) then
-                     DrawRotated(sprPlane, x, y, -1,  DxDy2Angle(Gear^.dX, Gear^.dY) + 90)
-                  else
-                     DrawRotated(sprPlane, x, y,0,DxDy2Angle(Gear^.dY, Gear^.dX));
-                  if ((TrainingFlags and tfRCPlane) <> 0) and (TrainingTargetGear <> nil) and ((Gear^.State and gstDrowning) = 0) then
-                     DrawRotatedf(sprFinger, x, y, GameTicks div 32 mod 16, 0, DxDy2Angle(Gear^.X - TrainingTargetGear^.X, TrainingTargetGear^.Y - Gear^.Y));
-                  end;
-       gtBall: DrawRotatedf(sprBalls, x, y, Gear^.Tag,0, Gear^.DirAngle);
-
-       gtPortal: if ((Gear^.Tag and 1) = 0) // still moving?
-                 or (Gear^.IntersectGear = nil) or (Gear^.IntersectGear^.IntersectGear <> Gear) // not linked&backlinked?
-                 or ((Gear^.IntersectGear^.Tag and 1) = 0) then // linked portal still moving?
-                      DrawRotatedf(sprPortal, x, y, Gear^.Tag, hwSign(Gear^.dX), Gear^.DirAngle)
-                 else DrawRotatedf(sprPortal, x, y, 4 + Gear^.Tag div 2, hwSign(Gear^.dX), Gear^.DirAngle);
-
-           gtDrill: if (Gear^.State and gsttmpFlag) <> 0 then
-                        DrawRotated(sprAirDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX))
-                    else
-                        DrawRotated(sprDrill, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-
-        gtHedgehog: DrawHH(Gear, x, y);
-
-           gtShell: DrawRotated(sprBazookaShell, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-
-           gtGrave: begin 
-                    DrawTextureF(Gear^.Hedgehog^.Team^.GraveTex, 1, x, y, (GameTicks shr 7+Gear^.uid) and 7, 1, 32, 32);
-                    if Gear^.Health > 0 then
-                        begin
-                        //Tint($33, $33, $FF, max($40, floor($FF * abs(1 - (GameTicks mod (6000 div Gear^.Health)) / 750))));
-                        Tint($f5, $db, $35, max($40, floor($FF * abs(1 - (GameTicks mod 1500) / (750 + Gear^.Health)))));
-                        //Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
-                        DrawSprite(sprVampiric, x - 24, y - 24, 0);
-                        Tint($FF, $FF, $FF, $FF)
-                        end
-                    end;
-             gtBee: DrawRotatedF(sprBee, x, y, (GameTicks shr 5) mod 2, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-      gtPickHammer: DrawSprite(sprPHammer, x - 16, y - 50 + LongInt(((GameTicks shr 5) and 1) * 2), 0);
-            gtRope: DrawRope(Gear);
-            gtMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
-                           DrawRotated(sprMineOff, x, y, 0, Gear^.DirAngle)
-                       else if Gear^.Health <> 0 then DrawRotated(sprMineOn, x, y, 0, Gear^.DirAngle)
-                       else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
-           gtSMine: if (((Gear^.State and gstAttacking) = 0)or((Gear^.Timer and $3FF) < 420)) and (Gear^.Health <> 0) then
-                           DrawRotated(sprSMineOff, x, y, 0, Gear^.DirAngle)
-                       else if Gear^.Health <> 0 then DrawRotated(sprSMineOn, x, y, 0, Gear^.DirAngle)
-                       else DrawRotated(sprMineDead, x, y, 0, Gear^.DirAngle);
-            gtCase: case Gear^.Pos of
-                         posCaseAmmo  : begin
-                                        i:= (GameTicks shr 6) mod 64;
-                                        if i > 18 then i:= 0;
-                                        DrawSprite(sprCase, x - 24, y - 24, i);
-                                        end;
-                         posCaseHealth: begin
-                                        i:= ((GameTicks shr 6) + 38) mod 64;
-                                        if i > 13 then i:= 0;
-                                        DrawSprite(sprFAid, x - 24, y - 24, i);
-                                        end;
-                         posCaseUtility: begin
-                                        i:= (GameTicks shr 6) mod 70;
-                                        if i > 23 then i:= 0;
-                                        i:= i mod 12;
-                                        DrawSprite(sprUtility, x - 24, y - 24, i);
-                                        end;
-                         end;
-      gtExplosives: begin
-                    if ((Gear^.State and gstDrowning) <> 0) then
-                        DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0)
-                    else if Gear^.State and gstAnimation = 0 then
-                        begin
-                        i:= (GameTicks shr 6 + Gear^.uid*3) mod 64;
-                        if i > 18 then i:= 0;
-                        DrawSprite(sprExplosives, x - 24, y - 24, i)
-                        end
-                    else if Gear^.State and gsttmpFlag = 0 then
-                        DrawRotatedF(sprExplosivesRoll, x, y + 4, 0, 0, Gear^.DirAngle)
-                    else
-                        DrawRotatedF(sprExplosivesRoll, x, y + 4, 1, 0, Gear^.DirAngle);
-                    end;
-        gtDynamite: DrawSprite2(sprDynamite, x - 16, y - 25, Gear^.Tag and 1, Gear^.Tag shr 1);
-     gtClusterBomb: DrawRotated(sprClusterBomb, x, y, 0, Gear^.DirAngle);
-         gtCluster: DrawSprite(sprClusterParticle, x - 8, y - 8, 0);
-           gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), x, y, (GameTicks shr 7 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
-       gtParachute: begin
-                    DrawSprite(sprParachute, x - 24, y - 48, 0);
-                    DrawAltWeapon(Gear, x + 1, y - 3)
-                    end;
-       gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 0)
-                                     else DrawSprite(sprAirplane, x - SpritesData[sprAirplane].Width div 2, y - SpritesData[sprAirplane].Height div 2, 1);
-         gtAirBomb: DrawRotated(sprAirBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-        gtTeleport: begin
-                    HHGear:= Gear^.Hedgehog^.Gear;
-                    if not Gear^.Hedgehog^.Unplaced then DrawRotatedF(sprTeleport, x + 1, y - 3, Gear^.Pos, hwSign(Gear^.dX), 0);
-                    DrawRotatedF(sprTeleport, hwRound(HHGear^.X) + 1 + WorldDx, hwRound(HHGear^.Y) - 3 + WorldDy, 11 - Gear^.Pos, hwSign(HHGear^.dX), 0);
-                    end;
-        gtSwitcher: DrawSprite(sprSwitch, x - 16, y - 56, (GameTicks shr 6) mod 12);
-          gtTarget: begin
-                    Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000));
-                    DrawSprite(sprTarget, x - 16, y - 16, 0);
-                    Tint($FF, $FF, $FF, $FF);
-                    end;
-          gtMortar: DrawRotated(sprMortar, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-          gtCake: if Gear^.Pos = 6 then
-                     DrawRotatedf(sprCakeWalk, x, y, (GameTicks div 40) mod 6, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90)
-                  else
-                     DrawRotatedf(sprCakeDown, x, y, 5 - Gear^.Pos, hwSign(Gear^.dX), Gear^.DirAngle * hwSign(Gear^.dX) + 90);
-       gtSeduction: if Gear^.Pos >= 14 then DrawSprite(sprSeduction, x - 16, y - 16, 0);
-      gtWatermelon: DrawRotatedf(sprWatermelon, x, y, 0, 0, Gear^.DirAngle);
-      gtMelonPiece: DrawRotatedf(sprWatermelon, x, y, 1, 0, Gear^.DirAngle);
-     gtHellishBomb: DrawRotated(sprHellishBomb, x, y, 0, Gear^.DirAngle);
-           gtBirdy: begin
-                    if Gear^.State and gstAnimation = gstAnimation then
-                        begin
-                        if Gear^.State and gstTmpFlag = 0 then // Appearing
-                            begin
-                            endX:= x - WorldDx;
-                            endY:= y - WorldDy;
-                            if Gear^.Tag < 0 then
-                                startX:= max(LAND_WIDTH + 1024, endX + 2048)
-                            else
-                                startX:= max(-LAND_WIDTH - 1024, endX - 2048);
-                            startY:= endY - 256;
-                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + floor((endX - startX) * (-power(2, -10 * LongInt(Gear^.Timer)/2000) + 1)), startY + WorldDy + floor((endY - startY) * sqrt(1 - power((LongInt(Gear^.Timer)/2000)-1, 2))), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
-                            end
-                        else // Disappearing
-                            begin
-                            startX:= x - WorldDx;
-                            startY:= y - WorldDy;
-                            if Gear^.Tag > 0 then
-                                endX:= max(LAND_WIDTH + 1024, startX + 2048)
-                            else
-                                endX:= max(-LAND_WIDTH - 1024, startX - 2048);
-                            endY:= startY + 256;
-                            DrawTextureF(SpritesData[sprBirdy].Texture, 1, startX + WorldDx + floor((endX - startX) * power(2, 10 * (LongInt(Gear^.Timer)/2000 - 1))) + hwRound(Gear^.dX * Gear^.Timer), startY + WorldDy + floor((endY - startY) * cos(LongInt(Gear^.Timer)/2000 * (Pi/2)) - (endY - startY)) + hwRound(Gear^.dY * Gear^.Timer), ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
-                            end;
-                        end
-                    else
-                        DrawTextureF(SpritesData[sprBirdy].Texture, 1, x, y, ((Gear^.Pos shr 6) or (RealTicks shr 8)) mod 2, Gear^.Tag, 75, 75);
-                    end;
-             gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, x, y, 0, 1, 16, 16, Gear^.DirAngle);
-           gtPiano: begin
-                    if (Gear^.State and gstDrowning) = 0 then
-                        begin
-                        Tint($FF, $FF, $FF, $10);
-                        for i:= 8 downto 1 do
-                            DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
-                        Tint($FF, $FF, $FF, $FF)
-                        end;
-                    DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, x, y, 0, 1, 128, 128, 0);
-                    end;
-     gtPoisonCloud: begin
-                    if Gear^.Timer < 1020 then
-                        Tint($C0, $C0, $00, Gear^.Timer div 8)
-                    else if Gear^.Timer > 3980 then
-                        Tint($C0, $C0, $00, (5000 - Gear^.Timer) div 8)
-                    else
-                        Tint($C0, $C0, $00, $C0);
-                    DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 3, 0, 0, x, y, 0, 1, 22, 22, (RealTicks shr 36 + Gear^.UID * 100) mod 360);
-                    Tint($FF, $FF, $FF, $FF)
-                    end;
-     gtResurrector: begin
-                    DrawRotated(sprCross, x, y, 0, 0);
-                    Tint($f5, $db, $35, max($00, floor($C0 * abs(1 - (GameTicks mod 6000) / 3000))));
-                    DrawTexture(x - 108, y - 108, SpritesData[sprVampiric].Texture, 4.5);
-                    Tint($FF, $FF, $FF, $FF);
-                    end;
-      gtNapalmBomb: DrawRotated(sprNapalmBomb, x, y, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
-         end;
-      if Gear^.RenderTimer and (Gear^.Tex <> nil) then DrawCentered(x + 8, y + 8, Gear^.Tex);
-      Gear:= Gear^.NextGear
-      end;
-end;